From bb65137b7e6e6fbece9a8914cac803e75a06224d Mon Sep 17 00:00:00 2001 From: ZappoMan Date: Wed, 8 May 2013 20:33:41 -0700 Subject: [PATCH 1/6] Optimized performance of newTreeToArrays() by implementing blended VBO strategy - Introduced concept of sometimes only updating the new/changed part of the VBO while other times updating the full VBO. This allows us to get the speed advantage of only partial VBO updates when nodes haven't been removed - Some debugging output related to _alwaysRenderFullVBO - added cleanupRemovedVoxels() which actually deletes the nodes that were previously removed (fixes a memory leak!!) --- interface/src/VoxelSystem.cpp | 40 +++++++++++++++++++++++++++++++---- interface/src/VoxelSystem.h | 1 + 2 files changed, 37 insertions(+), 4 deletions(-) diff --git a/interface/src/VoxelSystem.cpp b/interface/src/VoxelSystem.cpp index 696c2bf0af..0acc130356 100644 --- a/interface/src/VoxelSystem.cpp +++ b/interface/src/VoxelSystem.cpp @@ -147,19 +147,37 @@ void VoxelSystem::setupNewVoxelsForDrawing() { // If the view frustum has changed, since last time, then remove nodes that are out of view if ((sinceLastViewCulling >= std::max(_lastViewCullingElapsed, VIEW_CULLING_RATE_IN_MILLISECONDS)) && hasViewChanged()) { _lastViewCulling = start; + + // When we call removeOutOfView() voxels, we don't actually remove the voxels from the VBOs, but we do remove + // them from tree, this makes our tree caclulations faster, but doesn't require us to fully rebuild the VBOs (which + // can be expensive). removeOutOfView(); + + // Once we call cleanupRemovedVoxels() we do need to rebuild our VBOs (if anything was actually removed). So, + // we should consider putting this someplace else... as this might be able to occur less frequently, and save us on + // VBO reubuilding. Possibly we should do this only if our actual VBO usage crosses some lower boundary. + cleanupRemovedVoxels(); + double endViewCulling = usecTimestampNow(); _lastViewCullingElapsed = (endViewCulling - start) / 1000.0; } if (_tree->isDirty()) { - PerformanceWarning warn(_renderWarningsOn, "calling... newTreeToArrays()"); + static char buffer[64] = { 0 }; + if (_renderWarningsOn) { + sprintf(buffer, "newTreeToArrays() _alwaysRenderFullVBO=%s", (_alwaysRenderFullVBO ? "yes" : "no")); + }; + PerformanceWarning warn(_renderWarningsOn, buffer); _callsToTreesToArrays++; if (_alwaysRenderFullVBO) { _voxelsInWriteArrays = 0; // reset our VBO } _voxelsUpdated = newTreeToArrays(_tree->rootNode); _tree->clearDirtyBit(); // after we pull the trees into the array, we can consider the tree clean + + // since we called treeToArrays, we can assume that our VBO is in sync, and so partial updates to the VBOs are + // ok again, until/unless we call removeOutOfView() + _alwaysRenderFullVBO = false; } else { _voxelsUpdated = 0; } @@ -176,6 +194,16 @@ void VoxelSystem::setupNewVoxelsForDrawing() { _setupNewVoxelsForDrawingLastElapsed = elapsedmsec; } +void VoxelSystem::cleanupRemovedVoxels() { + PerformanceWarning warn(_renderWarningsOn, "cleanupRemovedVoxels()"); + if (!_removedVoxels.isEmpty()) { + while (!_removedVoxels.isEmpty()) { + delete _removedVoxels.extract(); + } + _alwaysRenderFullVBO = true; // if we remove voxels, we must update our full VBOs + } +} + void VoxelSystem::copyWrittenDataToReadArrays() { PerformanceWarning warn(_renderWarningsOn, "copyWrittenDataToReadArrays()"); // would like to include _voxelsInArrays, _voxelsUpdated if (_voxelsDirty && _voxelsUpdated) { @@ -374,7 +402,11 @@ void VoxelSystem::init() { } void VoxelSystem::updateVBOs() { - PerformanceWarning warn(_renderWarningsOn, "updateVBOs()"); // would like to include _callsToTreesToArrays + static char buffer[40] = { 0 }; + if (_renderWarningsOn) { + sprintf(buffer, "updateVBOs() _alwaysRenderFullVBO=%s", (_alwaysRenderFullVBO ? "yes" : "no")); + }; + PerformanceWarning warn(_renderWarningsOn, buffer); // would like to include _callsToTreesToArrays if (_voxelsDirty) { if (_alwaysRenderFullVBO) { glBufferIndex segmentStart = 0; @@ -673,9 +705,9 @@ void VoxelSystem::removeOutOfView() { _tree->recurseTreeWithOperation(removeOutOfViewOperation,(void*)&args); if (_renderWarningsOn) { - printLog("removeOutOfView() scanned=%ld removed=%ld inside=%ld intersect=%ld outside=%ld bag.count()=%d \n", + printLog("removeOutOfView() scanned=%ld removed=%ld inside=%ld intersect=%ld outside=%ld _removedVoxels.count()=%d \n", args.nodesScanned, args.nodesRemoved, args.nodesInside, - args.nodesIntersect, args.nodesOutside, args.dontRecurseBag.count() + args.nodesIntersect, args.nodesOutside, _removedVoxels.count() ); } } diff --git a/interface/src/VoxelSystem.h b/interface/src/VoxelSystem.h index 03877206ab..7591e242e5 100644 --- a/interface/src/VoxelSystem.h +++ b/interface/src/VoxelSystem.h @@ -119,6 +119,7 @@ private: void setupNewVoxelsForDrawing(); void copyWrittenDataToReadArrays(); void updateVBOs(); + void cleanupRemovedVoxels(); bool _voxelsDirty; }; From 655f14121dc5c711f0c52e1143a01c8c4030bff4 Mon Sep 17 00:00:00 2001 From: ZappoMan Date: Thu, 9 May 2013 10:25:12 -0700 Subject: [PATCH 2/6] Voxel Render Optimization - using blended VBO update strategy - Fixed a bug in updateNodeInArraysAsFullVBO() that caused blended strategy to not work properly. - Implement strategy to usually update only the portion of the VBOs that have changed, unless nodes have been removed, and then update the full VBO. This siginificantly improves treeToArrays() performance - Still to do implement partial strategy for copy buffers and update GPU --- interface/src/VoxelSystem.cpp | 131 ++++++++++++++++------------- interface/src/VoxelSystem.h | 8 +- libraries/voxels/src/VoxelNode.cpp | 8 +- 3 files changed, 80 insertions(+), 67 deletions(-) diff --git a/interface/src/VoxelSystem.cpp b/interface/src/VoxelSystem.cpp index 0acc130356..f573dfdd40 100644 --- a/interface/src/VoxelSystem.cpp +++ b/interface/src/VoxelSystem.cpp @@ -43,7 +43,7 @@ GLubyte identityIndices[] = { 0,2,1, 0,3,2, // Z- . VoxelSystem::VoxelSystem() { _voxelsInReadArrays = _voxelsInWriteArrays = _voxelsUpdated = 0; - _alwaysRenderFullVBO = true; + _renderFullVBO = true; _tree = new VoxelTree(); pthread_mutex_init(&_bufferWriteLock, NULL); } @@ -138,8 +138,9 @@ void VoxelSystem::setupNewVoxelsForDrawing() { PerformanceWarning warn(_renderWarningsOn, "setupNewVoxelsForDrawing()"); // would like to include _voxelsInArrays, _voxelsUpdated double start = usecTimestampNow(); double sinceLastTime = (start - _setupNewVoxelsForDrawingLastFinished) / 1000.0; - - if (sinceLastTime <= std::max(_setupNewVoxelsForDrawingLastElapsed, SIXTY_FPS_IN_MILLISECONDS)) { + + bool iAmDebugging = false; // if you're debugging set this to true, so you won't get skipped for slow debugging + if (!iAmDebugging && sinceLastTime <= std::max(_setupNewVoxelsForDrawingLastElapsed, SIXTY_FPS_IN_MILLISECONDS)) { return; // bail early, it hasn't been long enough since the last time we ran } @@ -165,11 +166,11 @@ void VoxelSystem::setupNewVoxelsForDrawing() { if (_tree->isDirty()) { static char buffer[64] = { 0 }; if (_renderWarningsOn) { - sprintf(buffer, "newTreeToArrays() _alwaysRenderFullVBO=%s", (_alwaysRenderFullVBO ? "yes" : "no")); + sprintf(buffer, "newTreeToArrays() _renderFullVBO=%s", (_renderFullVBO ? "yes" : "no")); }; PerformanceWarning warn(_renderWarningsOn, buffer); _callsToTreesToArrays++; - if (_alwaysRenderFullVBO) { + if (_renderFullVBO) { _voxelsInWriteArrays = 0; // reset our VBO } _voxelsUpdated = newTreeToArrays(_tree->rootNode); @@ -177,7 +178,7 @@ void VoxelSystem::setupNewVoxelsForDrawing() { // since we called treeToArrays, we can assume that our VBO is in sync, and so partial updates to the VBOs are // ok again, until/unless we call removeOutOfView() - _alwaysRenderFullVBO = false; + _renderFullVBO = false; } else { _voxelsUpdated = 0; } @@ -200,7 +201,7 @@ void VoxelSystem::cleanupRemovedVoxels() { while (!_removedVoxels.isEmpty()) { delete _removedVoxels.extract(); } - _alwaysRenderFullVBO = true; // if we remove voxels, we must update our full VBOs + _renderFullVBO = true; // if we remove voxels, we must update our full VBOs } } @@ -238,16 +239,16 @@ int VoxelSystem::newTreeToArrays(VoxelNode* node) { voxelsUpdated += newTreeToArrays(node->getChildAtIndex(i)); } } - if (_alwaysRenderFullVBO) { - voxelsUpdated += newway__updateNodeInArray(node); + if (_renderFullVBO) { + voxelsUpdated += updateNodeInArraysAsFullVBO(node); } else { - voxelsUpdated += oldway__updateNodeInArray(node); + voxelsUpdated += updateNodeInArraysAsPartialVBO(node); } node->clearDirtyBit(); // always clear the dirty bit, even if it doesn't need to be rendered return voxelsUpdated; } -int VoxelSystem::newway__updateNodeInArray(VoxelNode* node) { +int VoxelSystem::updateNodeInArraysAsFullVBO(VoxelNode* node) { // If we've run out of room, then just bail... if (_voxelsInWriteArrays >= MAX_VOXELS_PER_SYSTEM) { return 0; @@ -266,18 +267,23 @@ int VoxelSystem::newway__updateNodeInArray(VoxelNode* node) { *(writeVerticesAt+j) = startVertex[j % 3] + (identityVertices[j] * voxelScale); *(writeColorsAt +j) = node->getColor()[j % 3]; } - _voxelsInWriteArrays++; // our know vertices in the arrays + node->setBufferIndex(nodeIndex); + _voxelsInWriteArrays++; // our know vertices in the arrays return 1; // rendered } return 0; // not-rendered } -int VoxelSystem::oldway__updateNodeInArray(VoxelNode* node) { +int VoxelSystem::updateNodeInArraysAsPartialVBO(VoxelNode* node) { + // If we've run out of room, then just bail... + if (_voxelsInWriteArrays >= MAX_VOXELS_PER_SYSTEM) { + return 0; + } + // Now, if we've changed any attributes (our renderness, our color, etc) then update the Arrays... for us if (node->isDirty() && (node->getShouldRender() || node->isKnownBufferIndex())) { glm::vec3 startVertex; float voxelScale = 0; - // If we're should render, use our legit location and scale, if (node->getShouldRender()) { startVertex = node->getCorner(); @@ -401,57 +407,66 @@ void VoxelSystem::init() { delete[] normalsArray; } +void VoxelSystem::updateFullVBOs() { + glBufferIndex segmentStart = 0; + glBufferIndex segmentEnd = _voxelsInWriteArrays; + + int segmentLength = (segmentEnd - segmentStart) + 1; + GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat); + GLsizeiptr segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat); + GLfloat* readVerticesFrom = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL); + glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID); + glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readVerticesFrom); + segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte); + segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte); + GLubyte* readColorsFrom = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL); + glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID); + glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom); +} + +void VoxelSystem::updatePartialVBOs() { + glBufferIndex segmentStart = 0; + glBufferIndex segmentEnd = 0; + bool inSegment = false; + for (glBufferIndex i = 0; i < _voxelsInWriteArrays; i++) { + if (!inSegment) { + if (_voxelDirtyArray[i]) { + segmentStart = i; + inSegment = true; + _voxelDirtyArray[i] = false; // consider us clean! + } + } else { + if (!_voxelDirtyArray[i] || (i == (_voxelsInWriteArrays - 1)) ) { + segmentEnd = i; + inSegment = false; + int segmentLength = (segmentEnd - segmentStart) + 1; + GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat); + GLsizeiptr segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat); + GLfloat* readVerticesFrom = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL); + glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID); + glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readVerticesFrom); + segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte); + segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte); + GLubyte* readColorsFrom = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL); + glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID); + glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom); + } + } + } +} + void VoxelSystem::updateVBOs() { static char buffer[40] = { 0 }; if (_renderWarningsOn) { - sprintf(buffer, "updateVBOs() _alwaysRenderFullVBO=%s", (_alwaysRenderFullVBO ? "yes" : "no")); + sprintf(buffer, "updateVBOs() _renderFullVBO=%s", (_renderFullVBO ? "yes" : "no")); }; PerformanceWarning warn(_renderWarningsOn, buffer); // would like to include _callsToTreesToArrays if (_voxelsDirty) { - if (_alwaysRenderFullVBO) { - glBufferIndex segmentStart = 0; - glBufferIndex segmentEnd = _voxelsInWriteArrays; - - int segmentLength = (segmentEnd - segmentStart) + 1; - GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat); - GLsizeiptr segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat); - GLfloat* readVerticesFrom = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL); - glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID); - glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readVerticesFrom); - segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte); - segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte); - GLubyte* readColorsFrom = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL); - glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID); - glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom); + // updatePartialVBOs() is not yet working. For now, ALWAYS call updateFullVBOs() + if (true || _renderFullVBO) { + updateFullVBOs(); } else { - glBufferIndex segmentStart = 0; - glBufferIndex segmentEnd = 0; - bool inSegment = false; - for (glBufferIndex i = 0; i < _voxelsInWriteArrays; i++) { - if (!inSegment) { - if (_voxelDirtyArray[i]) { - segmentStart = i; - inSegment = true; - _voxelDirtyArray[i] = false; // consider us clean! - } - } else { - if (!_voxelDirtyArray[i] || (i == (_voxelsInWriteArrays - 1)) ) { - segmentEnd = i; - inSegment = false; - int segmentLength = (segmentEnd - segmentStart) + 1; - GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat); - GLsizeiptr segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat); - GLfloat* readVerticesFrom = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL); - glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID); - glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readVerticesFrom); - segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte); - segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte); - GLubyte* readColorsFrom = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL); - glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID); - glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom); - } - } - } + updatePartialVBOs(); } _voxelsDirty = false; } diff --git a/interface/src/VoxelSystem.h b/interface/src/VoxelSystem.h index 7591e242e5..e795334887 100644 --- a/interface/src/VoxelSystem.h +++ b/interface/src/VoxelSystem.h @@ -79,8 +79,8 @@ private: static bool getDistanceFromViewRangeOperation(VoxelNode* node, void* extraData); static bool removeOutOfViewOperation(VoxelNode* node, void* extraData); - int newway__updateNodeInArray(VoxelNode* node); - int oldway__updateNodeInArray(VoxelNode* node); + int updateNodeInArraysAsFullVBO(VoxelNode* node); + int updateNodeInArraysAsPartialVBO(VoxelNode* node); // these are kinda hacks, used by getDistanceFromViewRangeOperation() probably shouldn't be here static float _maxDistance; @@ -99,7 +99,7 @@ private: unsigned long _voxelsInReadArrays; unsigned long _unusedArraySpace; - bool _alwaysRenderFullVBO; + bool _renderFullVBO; double _setupNewVoxelsForDrawingLastElapsed; double _setupNewVoxelsForDrawingLastFinished; @@ -119,6 +119,8 @@ private: void setupNewVoxelsForDrawing(); void copyWrittenDataToReadArrays(); void updateVBOs(); + void updateFullVBOs(); + void updatePartialVBOs(); void cleanupRemovedVoxels(); bool _voxelsDirty; diff --git a/libraries/voxels/src/VoxelNode.cpp b/libraries/voxels/src/VoxelNode.cpp index 9ee95f1e2a..80c31bc877 100644 --- a/libraries/voxels/src/VoxelNode.cpp +++ b/libraries/voxels/src/VoxelNode.cpp @@ -150,9 +150,7 @@ void VoxelNode::setFalseColor(colorPart red, colorPart green, colorPart blue) { _currentColor[1] = green; _currentColor[2] = blue; _currentColor[3] = 1; // XXXBHG - False colors are always considered set - //if (_shouldRender) { - _isDirty = true; - //} + _isDirty = true; } } @@ -163,9 +161,7 @@ void VoxelNode::setFalseColored(bool isFalseColored) { memcpy(&_currentColor,&_trueColor,sizeof(nodeColor)); } _falseColored = isFalseColored; - //if (_shouldRender) { - _isDirty = true; - //} + _isDirty = true; } }; From f490f3ed53acb0402e925c9483797ce5a21dd7b9 Mon Sep 17 00:00:00 2001 From: ZappoMan Date: Thu, 9 May 2013 14:04:08 -0700 Subject: [PATCH 3/6] More work on partial VBO updates still not working 100% correctly --- interface/src/VoxelSystem.cpp | 154 ++++++++++++++++++++++++++++++++-- interface/src/VoxelSystem.h | 11 ++- interface/src/main.cpp | 8 ++ 3 files changed, 165 insertions(+), 8 deletions(-) diff --git a/interface/src/VoxelSystem.cpp b/interface/src/VoxelSystem.cpp index f573dfdd40..58c573905b 100644 --- a/interface/src/VoxelSystem.cpp +++ b/interface/src/VoxelSystem.cpp @@ -422,22 +422,29 @@ void VoxelSystem::updateFullVBOs() { GLubyte* readColorsFrom = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL); glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID); glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom); + + // consider the _voxelDirtyArray[] clean! + memset(_voxelDirtyArray, false, MAX_VOXELS_PER_SYSTEM * sizeof(bool)); } void VoxelSystem::updatePartialVBOs() { + int segmentCount = 0; glBufferIndex segmentStart = 0; glBufferIndex segmentEnd = 0; bool inSegment = false; for (glBufferIndex i = 0; i < _voxelsInWriteArrays; i++) { + bool thisVoxelDirty = _voxelDirtyArray[i]; if (!inSegment) { - if (_voxelDirtyArray[i]) { + if (thisVoxelDirty) { segmentStart = i; inSegment = true; _voxelDirtyArray[i] = false; // consider us clean! } } else { - if (!_voxelDirtyArray[i] || (i == (_voxelsInWriteArrays - 1)) ) { - segmentEnd = i; + if (!thisVoxelDirty) { + // If we got here because because this voxel is NOT dirty, so the last dirty voxel was the one before + // this one and so that's where the "segment" ends + segmentEnd = i - 1; inSegment = false; int segmentLength = (segmentEnd - segmentStart) + 1; GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat); @@ -450,9 +457,113 @@ void VoxelSystem::updatePartialVBOs() { GLubyte* readColorsFrom = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL); glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID); glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom); + + // debug + segmentCount++; + printLog("updatePartialVBOs() start=%ld, end=%ld, length=%ld, segmentCount=%d \n", + segmentStart, segmentEnd, segmentLength, segmentCount); } + _voxelDirtyArray[i] = false; // consider us clean! } } + + // if we got to the end of the array, and we're in an active dirty segment... + if (inSegment) { + segmentEnd = _voxelsInWriteArrays - 1; + inSegment = false; + int segmentLength = (segmentEnd - segmentStart) + 1; + GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat); + GLsizeiptr segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat); + GLfloat* readVerticesFrom = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL); + glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID); + glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readVerticesFrom); + segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte); + segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte); + GLubyte* readColorsFrom = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL); + glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID); + glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom); + + // debug + segmentCount++; + printLog("updatePartialVBOs() start=%ld, end=%ld, length=%ld, segmentCount=%d \n", + segmentStart, segmentEnd, segmentLength, segmentCount); + } +} + +void debugOpenGLError(const char* label) { + GLenum error = glGetError(); + const char* errorMessage; + switch (error) { + case GL_NO_ERROR: + return; + case GL_INVALID_ENUM: + errorMessage = "GL_INVALID_ENUM"; + break; + case GL_INVALID_VALUE: + errorMessage = "GL_INVALID_VALUE"; + break; + case GL_INVALID_OPERATION: + errorMessage = "GL_INVALID_OPERATION"; + break; + case GL_STACK_OVERFLOW: + errorMessage = "GL_STACK_OVERFLOW"; + break; + case GL_STACK_UNDERFLOW: + errorMessage = "GL_STACK_UNDERFLOW"; + break; + case GL_OUT_OF_MEMORY: + errorMessage = "GL_OUT_OF_MEMORY"; + break; + case GL_INVALID_FRAMEBUFFER_OPERATION: + errorMessage = "GL_INVALID_FRAMEBUFFER_OPERATION"; + break; + } + printLog("%s generated %s", label, errorMessage); +} + +void VoxelSystem::updateJustEnoughVBOs() { + bool somethingDirty = false; + glBufferIndex minDirty = GLBUFFER_INDEX_UNKNOWN; + glBufferIndex maxDirty = 0; + + for (glBufferIndex i = 0; i < _voxelsInWriteArrays; i++) { + if (_voxelDirtyArray[i]) { + somethingDirty = true; + minDirty = std::min(minDirty,i); + maxDirty = std::max(maxDirty,i); + _voxelDirtyArray[i] = false; + } + } + + if (somethingDirty) { + glBufferIndex segmentStart = minDirty; + glBufferIndex segmentEnd = maxDirty; + +glGetError(); // clear errors + + int segmentLength = (segmentEnd - segmentStart) + 1; + GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat); + GLsizeiptr segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat); + GLfloat* readVerticesFrom = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL); + glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID); +debugOpenGLError("glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID)"); + + glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readVerticesFrom); +debugOpenGLError("glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readVerticesFrom)"); + + segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte); + segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte); + GLubyte* readColorsFrom = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL); + + glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID); +debugOpenGLError("glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID)"); + + glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom); +debugOpenGLError("glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom)"); + + // debug + printLog("updateJustEnoughVBOs() start=%ld, end=%ld, length=%ld, \n", segmentStart, segmentEnd, segmentLength); + } } void VoxelSystem::updateVBOs() { @@ -463,10 +574,12 @@ void VoxelSystem::updateVBOs() { PerformanceWarning warn(_renderWarningsOn, buffer); // would like to include _callsToTreesToArrays if (_voxelsDirty) { // updatePartialVBOs() is not yet working. For now, ALWAYS call updateFullVBOs() - if (true || _renderFullVBO) { + bool alwaysRenderFullVBO = true; + if (alwaysRenderFullVBO || _renderFullVBO) { updateFullVBOs(); } else { - updatePartialVBOs(); + updateJustEnoughVBOs(); + //updatePartialVBOs(); // too many small segments? } _voxelsDirty = false; } @@ -726,3 +839,34 @@ void VoxelSystem::removeOutOfView() { ); } } + +class falseColorizeRandomEveryOtherArgs { +public: + falseColorizeRandomEveryOtherArgs() : totalNodes(0), colorableNodes(0), coloredNodes(0), colorThis(true) {}; + unsigned long totalNodes; + unsigned long colorableNodes; + unsigned long coloredNodes; + bool colorThis; +}; + +bool VoxelSystem::falseColorizeRandomEveryOtherOperation(VoxelNode* node, void* extraData) { + falseColorizeRandomEveryOtherArgs* args = (falseColorizeRandomEveryOtherArgs*)extraData; + args->totalNodes++; + if (node->isColored()) { + args->colorableNodes++; + if (args->colorThis) { + args->coloredNodes++; + node->setFalseColor(255, randomColorValue(150), randomColorValue(150)); + } + args->colorThis = !args->colorThis; + } + return true; // keep going! +} + +void VoxelSystem::falseColorizeRandomEveryOther() { + falseColorizeRandomEveryOtherArgs args; + _tree->recurseTreeWithOperation(falseColorizeRandomEveryOtherOperation,&args); + printLog("randomized false color for every other node: total %ld, colorable %ld, colored %ld\n", + args.totalNodes, args.colorableNodes, args.coloredNodes); + setupNewVoxelsForDrawing(); +} diff --git a/interface/src/VoxelSystem.h b/interface/src/VoxelSystem.h index e795334887..23108455f7 100644 --- a/interface/src/VoxelSystem.h +++ b/interface/src/VoxelSystem.h @@ -56,6 +56,7 @@ public: void trueColorize(); void falseColorizeInView(ViewFrustum* viewFrustum); void falseColorizeDistanceFromView(ViewFrustum* viewFrustum); + void falseColorizeRandomEveryOther(); void killLocalVoxels(); void setRenderPipelineWarnings(bool on) { _renderWarningsOn = on; }; @@ -78,6 +79,7 @@ private: static bool falseColorizeDistanceFromViewOperation(VoxelNode* node, void* extraData); static bool getDistanceFromViewRangeOperation(VoxelNode* node, void* extraData); static bool removeOutOfViewOperation(VoxelNode* node, void* extraData); + static bool falseColorizeRandomEveryOtherOperation(VoxelNode* node, void* extraData); int updateNodeInArraysAsFullVBO(VoxelNode* node); int updateNodeInArraysAsPartialVBO(VoxelNode* node); @@ -116,12 +118,15 @@ private: ViewFrustum _lastKnowViewFrustum; int newTreeToArrays(VoxelNode *currentNode); + void cleanupRemovedVoxels(); + void setupNewVoxelsForDrawing(); void copyWrittenDataToReadArrays(); + void updateVBOs(); - void updateFullVBOs(); - void updatePartialVBOs(); - void cleanupRemovedVoxels(); + void updateFullVBOs(); // all voxels in the VBO + void updatePartialVBOs(); // multiple segments, only dirty voxels + void updateJustEnoughVBOs(); // single segment from first dirty, to last dirty, may include clean voxels bool _voxelsDirty; }; diff --git a/interface/src/main.cpp b/interface/src/main.cpp index 957c418b16..71c14578ab 100644 --- a/interface/src/main.cpp +++ b/interface/src/main.cpp @@ -1331,6 +1331,13 @@ int doRandomizeVoxelColors(int state) { return state; } +int doFalseRandomizeEveryOtherVoxelColors(int state) { + if (state == MENU_ROW_PICKED) { + ::voxels.falseColorizeRandomEveryOther(); + } + return state; +} + int doFalseRandomizeVoxelColors(int state) { if (state == MENU_ROW_PICKED) { ::voxels.falseColorizeRandom(); @@ -1427,6 +1434,7 @@ void initMenu() { menuColumnDebug->addRow("Kill Local Voxels", doKillLocalVoxels); menuColumnDebug->addRow("Randomize Voxel TRUE Colors", doRandomizeVoxelColors); menuColumnDebug->addRow("FALSE Color Voxels Randomly", doFalseRandomizeVoxelColors); + menuColumnDebug->addRow("FALSE Color Voxel Every Other Randomly", doFalseRandomizeEveryOtherVoxelColors); menuColumnDebug->addRow("FALSE Color Voxels by Distance", doFalseColorizeByDistance); menuColumnDebug->addRow("FALSE Color Voxel Out of View", doFalseColorizeInView); menuColumnDebug->addRow("Show TRUE Colors", doTrueVoxelColors); From 3aa862fa343bdce42015fc03031ed8b8b87c7559 Mon Sep 17 00:00:00 2001 From: ZappoMan Date: Thu, 9 May 2013 14:19:42 -0700 Subject: [PATCH 4/6] removed some debug messages --- interface/src/VoxelSystem.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/interface/src/VoxelSystem.cpp b/interface/src/VoxelSystem.cpp index a44693c347..2ca6384a8d 100644 --- a/interface/src/VoxelSystem.cpp +++ b/interface/src/VoxelSystem.cpp @@ -832,7 +832,8 @@ void VoxelSystem::removeOutOfView() { removeOutOfViewArgs args(this); _tree->recurseTreeWithOperation(removeOutOfViewOperation,(void*)&args); - if (_renderWarningsOn) { + bool showRemoveDebugDetails = false; + if (showRemoveDebugDetails) { printLog("removeOutOfView() scanned=%ld removed=%ld inside=%ld intersect=%ld outside=%ld _removedVoxels.count()=%d \n", args.nodesScanned, args.nodesRemoved, args.nodesInside, args.nodesIntersect, args.nodesOutside, _removedVoxels.count() From 33fc9f5389b546c78a3af37abedc8df50f2392c1 Mon Sep 17 00:00:00 2001 From: ZappoMan Date: Thu, 9 May 2013 17:01:20 -0700 Subject: [PATCH 5/6] fixed partial VBO updates --- interface/src/VoxelSystem.cpp | 200 +++++++++++++++++------------ interface/src/VoxelSystem.h | 7 +- interface/src/main.cpp | 15 ++- libraries/voxels/src/VoxelNode.cpp | 1 + libraries/voxels/src/VoxelTree.h | 1 + 5 files changed, 143 insertions(+), 81 deletions(-) diff --git a/interface/src/VoxelSystem.cpp b/interface/src/VoxelSystem.cpp index 2ca6384a8d..4848181ebc 100644 --- a/interface/src/VoxelSystem.cpp +++ b/interface/src/VoxelSystem.cpp @@ -268,6 +268,7 @@ int VoxelSystem::updateNodeInArraysAsFullVBO(VoxelNode* node) { *(writeColorsAt +j) = node->getColor()[j % 3]; } node->setBufferIndex(nodeIndex); + _voxelDirtyArray[nodeIndex] = true; // just in case we switch to Partial mode _voxelsInWriteArrays++; // our know vertices in the arrays return 1; // rendered } @@ -280,8 +281,8 @@ int VoxelSystem::updateNodeInArraysAsPartialVBO(VoxelNode* node) { return 0; } - // Now, if we've changed any attributes (our renderness, our color, etc) then update the Arrays... for us - if (node->isDirty() && (node->getShouldRender() || node->isKnownBufferIndex())) { + // Now, if we've changed any attributes (our renderness, our color, etc) then update the Arrays... + if (node->isDirty()) { glm::vec3 startVertex; float voxelScale = 0; // If we're should render, use our legit location and scale, @@ -301,8 +302,9 @@ int VoxelSystem::updateNodeInArraysAsPartialVBO(VoxelNode* node) { nodeIndex = node->getBufferIndex(); } else { nodeIndex = _voxelsInWriteArrays; + node->setBufferIndex(nodeIndex); + _voxelsInWriteArrays++; } - _voxelDirtyArray[nodeIndex] = true; // populate the array with points for the 8 vertices @@ -313,10 +315,6 @@ int VoxelSystem::updateNodeInArraysAsPartialVBO(VoxelNode* node) { *(writeVerticesAt+j) = startVertex[j % 3] + (identityVertices[j] * voxelScale); *(writeColorsAt +j) = node->getColor()[j % 3]; } - if (!node->isKnownBufferIndex()) { - node->setBufferIndex(nodeIndex); - _voxelsInWriteArrays++; // our know vertices in the arrays - } return 1; // updated! } return 0; // not-updated @@ -424,11 +422,10 @@ void VoxelSystem::updateFullVBOs() { glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom); // consider the _voxelDirtyArray[] clean! - memset(_voxelDirtyArray, false, MAX_VOXELS_PER_SYSTEM * sizeof(bool)); + memset(_voxelDirtyArray, false, _voxelsInWriteArrays * sizeof(bool)); } void VoxelSystem::updatePartialVBOs() { - int segmentCount = 0; glBufferIndex segmentStart = 0; glBufferIndex segmentEnd = 0; bool inSegment = false; @@ -457,11 +454,6 @@ void VoxelSystem::updatePartialVBOs() { GLubyte* readColorsFrom = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL); glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID); glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom); - - // debug - segmentCount++; - printLog("updatePartialVBOs() start=%ld, end=%ld, length=%ld, segmentCount=%d \n", - segmentStart, segmentEnd, segmentLength, segmentCount); } _voxelDirtyArray[i] = false; // consider us clean! } @@ -482,45 +474,9 @@ void VoxelSystem::updatePartialVBOs() { GLubyte* readColorsFrom = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL); glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID); glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom); - - // debug - segmentCount++; - printLog("updatePartialVBOs() start=%ld, end=%ld, length=%ld, segmentCount=%d \n", - segmentStart, segmentEnd, segmentLength, segmentCount); } } -void debugOpenGLError(const char* label) { - GLenum error = glGetError(); - const char* errorMessage; - switch (error) { - case GL_NO_ERROR: - return; - case GL_INVALID_ENUM: - errorMessage = "GL_INVALID_ENUM"; - break; - case GL_INVALID_VALUE: - errorMessage = "GL_INVALID_VALUE"; - break; - case GL_INVALID_OPERATION: - errorMessage = "GL_INVALID_OPERATION"; - break; - case GL_STACK_OVERFLOW: - errorMessage = "GL_STACK_OVERFLOW"; - break; - case GL_STACK_UNDERFLOW: - errorMessage = "GL_STACK_UNDERFLOW"; - break; - case GL_OUT_OF_MEMORY: - errorMessage = "GL_OUT_OF_MEMORY"; - break; - case GL_INVALID_FRAMEBUFFER_OPERATION: - errorMessage = "GL_INVALID_FRAMEBUFFER_OPERATION"; - break; - } - printLog("%s generated %s", label, errorMessage); -} - void VoxelSystem::updateJustEnoughVBOs() { bool somethingDirty = false; glBufferIndex minDirty = GLBUFFER_INDEX_UNKNOWN; @@ -538,31 +494,17 @@ void VoxelSystem::updateJustEnoughVBOs() { if (somethingDirty) { glBufferIndex segmentStart = minDirty; glBufferIndex segmentEnd = maxDirty; - -glGetError(); // clear errors - int segmentLength = (segmentEnd - segmentStart) + 1; GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat); GLsizeiptr segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat); GLfloat* readVerticesFrom = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL); glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID); -debugOpenGLError("glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID)"); - glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readVerticesFrom); -debugOpenGLError("glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readVerticesFrom)"); - segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte); segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte); GLubyte* readColorsFrom = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL); - glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID); -debugOpenGLError("glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID)"); - glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom); -debugOpenGLError("glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom)"); - - // debug - printLog("updateJustEnoughVBOs() start=%ld, end=%ld, length=%ld, \n", segmentStart, segmentEnd, segmentLength); } } @@ -574,8 +516,7 @@ void VoxelSystem::updateVBOs() { PerformanceWarning warn(_renderWarningsOn, buffer); // would like to include _callsToTreesToArrays if (_voxelsDirty) { // updatePartialVBOs() is not yet working. For now, ALWAYS call updateFullVBOs() - bool alwaysRenderFullVBO = true; - if (alwaysRenderFullVBO || _renderFullVBO) { + if (_renderFullVBO) { updateFullVBOs(); } else { updateJustEnoughVBOs(); @@ -832,6 +773,9 @@ void VoxelSystem::removeOutOfView() { removeOutOfViewArgs args(this); _tree->recurseTreeWithOperation(removeOutOfViewOperation,(void*)&args); + if (args.nodesRemoved) { + _tree->setDirtyBit(); + } bool showRemoveDebugDetails = false; if (showRemoveDebugDetails) { printLog("removeOutOfView() scanned=%ld removed=%ld inside=%ld intersect=%ld outside=%ld _removedVoxels.count()=%d \n", @@ -841,6 +785,22 @@ void VoxelSystem::removeOutOfView() { } } +bool VoxelSystem::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, + VoxelDetail& detail, float& distance, BoxFace& face) { + VoxelNode* node; + if (!_tree->findRayIntersection(origin, direction, node, distance, face)) { + return false; + } + detail.x = node->getCorner().x; + detail.y = node->getCorner().y; + detail.z = node->getCorner().z; + detail.s = node->getScale(); + detail.red = node->getColor()[0]; + detail.green = node->getColor()[1]; + detail.blue = node->getColor()[2]; + return true; +} + class falseColorizeRandomEveryOtherArgs { public: falseColorizeRandomEveryOtherArgs() : totalNodes(0), colorableNodes(0), coloredNodes(0), colorThis(true) {}; @@ -872,19 +832,101 @@ void VoxelSystem::falseColorizeRandomEveryOther() { setupNewVoxelsForDrawing(); } -bool VoxelSystem::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, - VoxelDetail& detail, float& distance, BoxFace& face) { - VoxelNode* node; - if (!_tree->findRayIntersection(origin, direction, node, distance, face)) { - return false; +class collectStatsForTreesAndVBOsArgs { +public: + collectStatsForTreesAndVBOsArgs() : + totalNodes(0), + dirtyNodes(0), + shouldRenderNodes(0), + coloredNodes(0), + nodesInVBO(0), + nodesInVBOOverExpectedMax(0), + duplicateVBOIndex(0) + { + memset(hasIndexFound, false, MAX_VOXELS_PER_SYSTEM * sizeof(bool)); + }; + + unsigned long totalNodes; + unsigned long dirtyNodes; + unsigned long shouldRenderNodes; + unsigned long coloredNodes; + unsigned long nodesInVBO; + unsigned long nodesInVBOOverExpectedMax; + unsigned long duplicateVBOIndex; + unsigned long expectedMax; + + bool colorThis; + bool hasIndexFound[MAX_VOXELS_PER_SYSTEM]; +}; + +bool VoxelSystem::collectStatsForTreesAndVBOsOperation(VoxelNode* node, void* extraData) { + collectStatsForTreesAndVBOsArgs* args = (collectStatsForTreesAndVBOsArgs*)extraData; + args->totalNodes++; + + if (node->isColored()) { + args->coloredNodes++; } - detail.x = node->getCorner().x; - detail.y = node->getCorner().y; - detail.z = node->getCorner().z; - detail.s = node->getScale(); - detail.red = node->getColor()[0]; - detail.green = node->getColor()[1]; - detail.blue = node->getColor()[2]; - return true; + + if (node->getShouldRender()) { + args->shouldRenderNodes++; + } + + if (node->isDirty()) { + args->dirtyNodes++; + } + + if (node->isKnownBufferIndex()) { + args->nodesInVBO++; + unsigned long nodeIndex = node->getBufferIndex(); + if (args->hasIndexFound[nodeIndex]) { + args->duplicateVBOIndex++; + printLog("duplicateVBO found... index=%ld, isDirty=%s, shouldRender=%s \n", nodeIndex, + node->isDirty() ? "yes" : "no" , node->getShouldRender() ? "yes" : "no" ); + } else { + args->hasIndexFound[nodeIndex] = true; + } + if (nodeIndex > args->expectedMax) { + args->nodesInVBOOverExpectedMax++; + } + } + + return true; // keep going! } +void VoxelSystem::collectStatsForTreesAndVBOs() { + + glBufferIndex minDirty = GLBUFFER_INDEX_UNKNOWN; + glBufferIndex maxDirty = 0; + + for (glBufferIndex i = 0; i < _voxelsInWriteArrays; i++) { + if (_voxelDirtyArray[i]) { + minDirty = std::min(minDirty,i); + maxDirty = std::max(maxDirty,i); + } + } + + collectStatsForTreesAndVBOsArgs args; + args.expectedMax = _voxelsInWriteArrays; + _tree->recurseTreeWithOperation(collectStatsForTreesAndVBOsOperation,&args); + + printLog("_voxelsDirty=%s _voxelsInWriteArrays=%ld minDirty=%ld maxDirty=%ld \n", (_voxelsDirty ? "yes" : "no"), + _voxelsInWriteArrays, minDirty, maxDirty); + + printLog("stats: total %ld, dirty %ld, colored %ld, shouldRender %ld, inVBO %ld, nodesInVBOOverExpectedMax %ld, duplicateVBOIndex %ld\n", + args.totalNodes, args.dirtyNodes, args.coloredNodes, args.shouldRenderNodes, + args.nodesInVBO, args.nodesInVBOOverExpectedMax, args.duplicateVBOIndex); + + glBufferIndex minInVBO = GLBUFFER_INDEX_UNKNOWN; + glBufferIndex maxInVBO = 0; + + for (glBufferIndex i = 0; i < MAX_VOXELS_PER_SYSTEM; i++) { + if (args.hasIndexFound[i]) { + minInVBO = std::min(minInVBO,i); + maxInVBO = std::max(maxInVBO,i); + } + } + + printLog("minInVBO=%ld maxInVBO=%ld _voxelsInWriteArrays=%ld _voxelsInReadArrays=%ld\n", + minInVBO, maxInVBO, _voxelsInWriteArrays, _voxelsInReadArrays); + +} diff --git a/interface/src/VoxelSystem.h b/interface/src/VoxelSystem.h index 08d1257069..8492474109 100644 --- a/interface/src/VoxelSystem.h +++ b/interface/src/VoxelSystem.h @@ -68,6 +68,8 @@ public: bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, VoxelDetail& detail, float& distance, BoxFace& face); + + void collectStatsForTreesAndVBOs(); private: int _callsToTreesToArrays; @@ -84,6 +86,7 @@ private: static bool getDistanceFromViewRangeOperation(VoxelNode* node, void* extraData); static bool removeOutOfViewOperation(VoxelNode* node, void* extraData); static bool falseColorizeRandomEveryOtherOperation(VoxelNode* node, void* extraData); + static bool collectStatsForTreesAndVBOsOperation(VoxelNode* node, void* extraData); int updateNodeInArraysAsFullVBO(VoxelNode* node); int updateNodeInArraysAsPartialVBO(VoxelNode* node); @@ -127,12 +130,14 @@ private: void setupNewVoxelsForDrawing(); void copyWrittenDataToReadArrays(); + bool _voxelsDirty; + +public: void updateVBOs(); void updateFullVBOs(); // all voxels in the VBO void updatePartialVBOs(); // multiple segments, only dirty voxels void updateJustEnoughVBOs(); // single segment from first dirty, to last dirty, may include clean voxels - bool _voxelsDirty; }; #endif diff --git a/interface/src/main.cpp b/interface/src/main.cpp index f5a19507c9..e4010ad96b 100644 --- a/interface/src/main.cpp +++ b/interface/src/main.cpp @@ -1337,6 +1337,13 @@ int doFalseRandomizeEveryOtherVoxelColors(int state) { return state; } +int doTreeStats(int state) { + if (state == MENU_ROW_PICKED) { + ::voxels.collectStatsForTreesAndVBOs(); + } + return state; +} + int doFalseRandomizeVoxelColors(int state) { if (state == MENU_ROW_PICKED) { ::voxels.falseColorizeRandom(); @@ -1437,6 +1444,7 @@ void initMenu() { menuColumnDebug->addRow("FALSE Color Voxels by Distance", doFalseColorizeByDistance); menuColumnDebug->addRow("FALSE Color Voxel Out of View", doFalseColorizeInView); menuColumnDebug->addRow("Show TRUE Colors", doTrueVoxelColors); + menuColumnDebug->addRow("Calculate Tree Stats", doTreeStats); } void testPointToVoxel() { @@ -1636,7 +1644,12 @@ void key(unsigned char k, int x, int y) { } // Process keypresses - if (k == 'q' || k == 'Q') ::terminate(); + + if (k == 'S') { + ::voxels.collectStatsForTreesAndVBOs(); + } + + if (k == 'q' || k == 'Q') ::terminate(); if (k == '/') ::renderStatsOn = !::renderStatsOn; // toggle stats if (k == '*') ::renderStarsOn = !::renderStarsOn; // toggle stars if (k == 'V' || k == 'v') ::renderVoxels = !::renderVoxels; // toggle voxels diff --git a/libraries/voxels/src/VoxelNode.cpp b/libraries/voxels/src/VoxelNode.cpp index 80c31bc877..5af7f09ea2 100644 --- a/libraries/voxels/src/VoxelNode.cpp +++ b/libraries/voxels/src/VoxelNode.cpp @@ -94,6 +94,7 @@ VoxelNode* VoxelNode::removeChildAtIndex(int childIndex) { VoxelNode* returnedChild = _children[childIndex]; if (_children[childIndex]) { _children[childIndex] = NULL; + _isDirty = true; } return returnedChild; } diff --git a/libraries/voxels/src/VoxelTree.h b/libraries/voxels/src/VoxelTree.h index 5574ca7602..8cecff035d 100644 --- a/libraries/voxels/src/VoxelTree.h +++ b/libraries/voxels/src/VoxelTree.h @@ -61,6 +61,7 @@ public: bool isDirty() const { return _isDirty; }; void clearDirtyBit() { _isDirty = false; }; + void setDirtyBit() { _isDirty = true; }; unsigned long int getNodesChangedFromBitstream() const { return _nodesChangedFromBitstream; }; bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, From 2128cb8bff7a93a902500daa26967e204b502d6c Mon Sep 17 00:00:00 2001 From: ZappoMan Date: Thu, 9 May 2013 17:10:25 -0700 Subject: [PATCH 6/6] get rid of dead code --- interface/src/VoxelSystem.cpp | 34 +--------------------------------- interface/src/VoxelSystem.h | 1 - 2 files changed, 1 insertion(+), 34 deletions(-) diff --git a/interface/src/VoxelSystem.cpp b/interface/src/VoxelSystem.cpp index 4848181ebc..88fa395bda 100644 --- a/interface/src/VoxelSystem.cpp +++ b/interface/src/VoxelSystem.cpp @@ -477,37 +477,6 @@ void VoxelSystem::updatePartialVBOs() { } } -void VoxelSystem::updateJustEnoughVBOs() { - bool somethingDirty = false; - glBufferIndex minDirty = GLBUFFER_INDEX_UNKNOWN; - glBufferIndex maxDirty = 0; - - for (glBufferIndex i = 0; i < _voxelsInWriteArrays; i++) { - if (_voxelDirtyArray[i]) { - somethingDirty = true; - minDirty = std::min(minDirty,i); - maxDirty = std::max(maxDirty,i); - _voxelDirtyArray[i] = false; - } - } - - if (somethingDirty) { - glBufferIndex segmentStart = minDirty; - glBufferIndex segmentEnd = maxDirty; - int segmentLength = (segmentEnd - segmentStart) + 1; - GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat); - GLsizeiptr segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat); - GLfloat* readVerticesFrom = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL); - glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID); - glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readVerticesFrom); - segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte); - segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte); - GLubyte* readColorsFrom = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL); - glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID); - glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom); - } -} - void VoxelSystem::updateVBOs() { static char buffer[40] = { 0 }; if (_renderWarningsOn) { @@ -519,8 +488,7 @@ void VoxelSystem::updateVBOs() { if (_renderFullVBO) { updateFullVBOs(); } else { - updateJustEnoughVBOs(); - //updatePartialVBOs(); // too many small segments? + updatePartialVBOs(); // too many small segments? } _voxelsDirty = false; } diff --git a/interface/src/VoxelSystem.h b/interface/src/VoxelSystem.h index 8492474109..baaf73847d 100644 --- a/interface/src/VoxelSystem.h +++ b/interface/src/VoxelSystem.h @@ -136,7 +136,6 @@ public: void updateVBOs(); void updateFullVBOs(); // all voxels in the VBO void updatePartialVBOs(); // multiple segments, only dirty voxels - void updateJustEnoughVBOs(); // single segment from first dirty, to last dirty, may include clean voxels };